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This research analyzes improvements in play skills after using VR. Oculus Quest 2 headsets delivered VR sessions, while the Denver Developmental Screening Test was applied in a quasi-experimental pretest-posttest design with 11 autistic students. Significant gains appeared in the play dimension, especially item 4.",{"@graph":69,"@context":121},[70,84,104],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":35,"@type":76,"position":81},"https://docshare.wps.com/document/healthcare/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/improving-play-skills-in-autistic-students-through-virtual-reality-research-study/601563/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":98,"encodingFormat":97,"isAccessibleForFree":99,"interactionStatistic":100},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/improving-play-skills-in-autistic-students-through-virtual-reality-research-study/601563.png","ImageObject",300,407,{"name":92,"@type":93},"anakgang17","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-15",true,{"@type":101,"interactionType":102,"userInteractionCount":4},"InteractionCounter",{"@type":103},"ViewAction",{"@type":105,"mainEntity":106},"FAQPage",[107,113,117],{"name":108,"@type":109,"acceptedAnswer":110},"What is the purpose of the study described in the document?","Question",{"text":111,"@type":112},"The research aims to analyze improvements in play skills among autistic students resulting from the use of virtual reality.","Answer",{"name":114,"@type":109,"acceptedAnswer":115},"How was virtual reality implemented in the study?",{"text":116,"@type":112},"Oculus Quest 2 headsets were used to engage 11 autistic students in VR environments through individual VR sessions.",{"name":118,"@type":109,"acceptedAnswer":119},"What assessment and research design were used?",{"text":120,"@type":112},"The Denver Developmental Screening Test was used within a quasi-experimental pretest-posttest design.","https://schema.org",{"og:url":83,"og:type":123,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":125,"canonical":83},"index,follow",{"doc_id":127,"site_id":62},601563,1792092865,{"code":4,"msg":5,"data":130},{"doc_id":127,"user_id":131,"nickname":92,"user_avatar":132,"doc_module":4,"category_id":34,"category_name":35,"doc_title":65,"doc_description":67,"doc_content":133,"file_id":134,"file_url":135,"file_type":136,"file_size":137,"view_count":4,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":138,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":128,"read_time":143},962090883568,"https://ap-avatar.wpscdn.com/davatar_a8503ba1806abce46bf441b54a3ca4cd","Improving play skills in autistic students through the  \nuse of virtual reality  \nGonzalo Lorenzo Lledó 1  \n1 Universidad de Alicante, Departamento de Psicología Evolutiva y Didáctica, Spain, [glledo@gcloud.ua.es](glledo@gcloud.ua.es) , [https://orcid.org/0000-0002-1997-6260](https://orcid.org/0000-0002-1997-6260)  \nABSTRACT  \nTechnology is the most widely used tool in daily life activities in today’s society. This is primarily due to its accessibility for all types of users and its ability to quickly respond to problems that arise in everyday tasks. Its widespread use is extending into various fields of knowledge, including education. Within this domain, the use of virtual reality (VR) is particularly noteworthy. VR’s visual presentation of information aligns well with the learning needs of autistic students. The aim of this research is to analyze improvements in play skills among autistic students as a result of using virtual reality. To achieve this, Oculus Quest 2 headsets were used to engage students in VR environments, and the Denver Developmental Screening Test was employed within a quasi-experimental pretest-posttest design. The study involved 11 autistic students who individually participated in 11 VR sessions. Significant improvements were observed in the play dimension, particularly in item 4, which refers to placing figures appropriately in vehicles or miniatures. As a future direction, the implementation of artificial intelligence capable of generating real-time, personalized activities based on each child’s characteristics is proposed.  \nKEYWORDS: Virtual reality, play skills, autistic students, education, social skills  \n1 INTRODUCTION  \nThere has been a progressive increase in the number of students experiencing learning difficulties across various domains, including social, emotional, and physical development (Toseeb, 2022) . Among these students, those diagnosed with autism spectrum disorder (ASD) deserve particular attention. Globally, ASD affects approximately 1 in every 160 children and adolescents (Zeidan et al. , 2022) . According to Durkin et al. (2017), this rise can be attributed to two main factors. First, there is greater awareness among families. Second, diagnostic tools have become increasingly accurate and sensitive. Autism Spectrum Disorder (ASD) is a neurodevelopmental condition that typically emerges in early childhood and is characterized by persistent difficulties in communication and social interaction, as well as by restricted and repetitive patterns of behavior (American Psychiatric Association, 2023) . These behaviors may include echolalia or repetitive motor movements (Dzenga & Krystal, 2024) .  \nIn addition, students with ASD often struggle to interpret the emotional states of their communication partners and have difficulty understanding nonverbal cues such as body language and facial expressions (Khatab et al. , 2024; Dzenga & Krystal, 2024) . These challenges significantly impact the development of play skills (Fromberg & Bergen, 2006) .  \nChildren with autism frequently encounter difficulties engaging in creative or symbolic play, as they tend to struggle with distinguishing between simulated scenarios and real-world situations (Hobson et al. , 2016) . According to these authors, autistic children often replicate interactions and routines they have observed, rather than initiating imaginative play. Common patterns include lining up toys, moving objects repetitively from one place to another, or consistently engaging with the same set of objects (Lord et al. , 2018) .  \nMoreover, play difficulties in children with autism are often influenced by the demands of the activity itself, which typically require emotional expression and interaction with the environment. areas that pose particular challenges for this population (Besio, 2018) .  \nDespite these learning difficulties, two core strengths are commonly observed in students with autism: first, an enhanced ability to learn through vi","cbCaicZ4fzqGwv9y","https://ap.wps.com/l/cbCaicZ4fzqGwv9y","pdf",274871,14,"English","# Abstract\n# 1 Introduction\n## Autism spectrum disorder and learning difficulties\n## Play difficulties and communication challenges\n## VR as an educational tool for autistic learners","[{\"question\":\"What is the purpose of the study described in the document?\",\"answer\":\"The research aims to analyze improvements in play skills among autistic students resulting from the use of virtual reality.\"},{\"question\":\"How was virtual reality implemented in the study?\",\"answer\":\"Oculus Quest 2 headsets were used to engage 11 autistic students in VR environments through individual VR sessions.\"},{\"question\":\"What assessment and research design were used?\",\"answer\":\"The Denver Developmental Screening Test was used within a quasi-experimental pretest-posttest design.\"}]","Improving Play Skills in Autistic Students Through Virtual Reality - Research Study | PDF",35]